Graphics processing device, graphics processing method, game machine, and storage medium

ABSTRACT

In a simulation game machine for play on the basis of images of three-dimensionally constituted terrain features and characters which are represented as if viewed from a prescribed camera within a virtual space, allows the viewing point to be shifted in three dimensions while looking over a stage, thereby enhancing the interest of the game. Upon entering a topographical mapping data check, the viewing point is shifted while panning and zooming in movie-like fashion along a predetermined path, and messages disposed along the path are displayed.

TECHNICAL FIELD

This invention relates to a graphics processing technique for generatingan image, analogous to one observed from a prescribed viewing point, ofa virtual space which is defined by three-dimensional coordinates andwhich contains segments (terrain features, human figures moving about inthe virtual space, and the like) disposed therein, and more particularlyto a method for shifting this viewing point in an effective manner.

BACKGROUND OF THE INVENTION

Recent advances in computer technology and declines in prices have ledto widespread consumer adoption of video game machines. Various gamescan be played on such video game machines by inserting the appropriateROM cartridge or CD-ROM.

These types of games include “simulation” games. In simulation games,the game consists of a plurality of stages. The display image contains adesignated movable segment which can be controlled by the player, othersegments which move under the control of the program, and other segmentsdepicting terrain features (hereinafter, the movable human figure orother player-controlled segment will be referred to as the“player-controlled character,” and segments which move under the controlof the program will be referred to as “enemy characters”). The playercontrols the player-controlled character to fight with the enemycharacters to “beat” (complete a stage) the various stages.

Some simulation games of this type display an introductory screen whichintroduces the plurality of stages upon the issuance of a game startinstruction, but these have several drawbacks.

For example, many conventional games of this type allow one to movethrough a page on the screen (called “scrolling”) in order to viewdisplays of all the stages. However, the information displayed togetherwith the stage displays was limited to messages (Conventional Example1).

Some simulation games which use a cursor to facilitate control allow oneto move the cursor to a desired location within the display, at whichpoint data describing the terrain feature segment displayed at thatlocation is presented. However, only data for the location selected withthe cursor is shown; relationships to terrain features adjacent tocursor are not indicated (Conventional Example 2).

Conventional simulation games also include those which use topographicalmapping data. However, this topographical mapping data is definedtwo-dimensionally; none of the simulation games employ topographicalmapping data defined three-dimensionally. Accordingly, no gameprocessing exists which utilizes terrain features rendered as imagescapable of simulating events likely to happen in any ordinarythree-dimensional terrain, for example, a character sustaining injury byfalling from a cliff. Even if such a game exists, the orientation of aninjury and the extent of an injury would be predetermined factors, andthe inability for the nature of the injury to change in a mannerdependent on the terrain results in a lack of realism (ConventionalExample 3).

Furthermore, while some conventional simulation games vary the viewingpoint for creating the display, none of them allow the viewing point tobe changed arbitrarily (Conventional Example 4).

As noted above, in conventional game design, the display istwo-dimensionally defined, and the resulting display is unavoidablylacking in realism when compared to the real world, which isthree-dimensional.

Accordingly, representation whereby the display in each stage isrendered on the basis of three-dimensionally-defined topographicalmapping data, the position of the viewing point can be shiftedvertically and horizontally, and the player is presented a morethree-dimensional display would serve to facilitate understanding ofterrain features.

It should be noted that defining terrain feature segments in threedimensions and allowing the viewing point to be positioned at anylocation within virtual space creates several new problems.

For example, where a enemy character or the like is hidden behind aterrain feature segment which is represented in three dimensions, theenemy character cannot be made visible unless the position of theviewing point is changed. This creates problems, unless the position ofthe viewing point is aligned with the player-controlled character.Specifically, directions for player-controlled character movement areassigned to control buttons on the input device (pad). This does notpresent a problem when the direction of the line of sight extending intothe virtual space from the viewing point is aligned with the directionin which the player-controlled character is facing. However, if thedirection of the line does is not aligned with the direction in whichthe player-controlled character is facing, proper control becomesimpossible.

For example, let it be assumed that the assignment for the UP switch onthe pad is such that when it is pushed the player-controlled charactermoves FORWARD. This is not a problem where the viewing point is suchthat the player-controlled character is viewed from behind. Pushing theUP switch causes the player-controlled character to move in the z-axisdirection in the viewing point coordinate system. With this controlbutton assignment, however, if the viewing point is changed so that theplayer-controlled character is viewed from the side, pushing the UPswitch will cause the player-controlled character to move in the z-axisdirection, i.e., in the sideways direction with respect to theplayer-controlled character. Properly speaking, FORWARD should move theplayer-controlled character in the forward direction.

To summarize, where a three-dimensional simulation game is conductedusing three-dimensionally-defined polygons or the like, the use ofprocessing analogous to that for conventional two-dimensional simulationgames makes control difficult and may diminish the interest of the game.

This invention was developed to address the problems noted earlier, andis intended to provide a graphics processing device which allows theviewing point in a three-dimensionally-defined virtual space to beshifted arbitrarily, and to present a suitable operating environment(Object 1).

This invention was developed to address the problems noted earlier, andis intended to provide a graphics processing device which allowsinformation for the surroundings of the cursor-selected position to bedisplayed, and to present a suitable operating environment (Object 2).

This invention was developed to address the problems noted earlier, andis intended to account for the effects of a three-dimensionally-definedterrain feature on a player-controlled segment, and to present asuitable operating environment (Object 3).

This invention was developed to address the problems noted earlier, andis intended to align the orientation of a player-controlled segment invirtual space with the direction of the line of sight for visual fieldconversion, and to present a suitable operating environment (Object 4).

The invention of claim 1 provides a graphics processing device forgenerating a display wherein segments defined three-dimensionally withina virtual space are viewed from a viewing point located within thevirtual space, comprising viewing point shifting means for shifting theviewing point over the predetermined three-dimensional paths establishedwithin the virtual space.

The segments are representations of terrain features, human figures, andthe like, and are constructed from polygons, for example.Two-dimensional representations of the polygons observed from a viewingpoint in the virtual space are displayed. In contrast to moving throughtwo dimensions, the paths are designed to allow movement while changingposition in a third dimension direction (such as the height direction).

The invention of claim 2 provides a graphics processing device accordingto claim 1, wherein display locations for displaying predeterminedmessages are established along a path, and the viewing point shiftingmeans displays messages at these display locations.

Locations for message display may include, for example, locations whereenemy characters are positioned, locations of prescribed objects,location of characteristic terrain features such as cliffs orprecipices, and other locations where information useful to the playerin proceeding through the game should be placed. Messages may bedisplayed in a prescribed message window, for example. The messagewindow need not be three-dimensional; a two-dimensional display may beused.

The invention of claim 3 provides a graphics processing device accordingto claim 1 or claim 2, wherein the path is configured such that each ofthe plurality of segments can be represented from different viewingpoint positions.

Examples of paths providing representation from different viewing pointpositions are:

paths providing an elevated viewing point position for commanding a wideview of flat terrain features;

paths providing a lowered viewing point position for providing anunobstructed view when encountering a view obstructed by valleys,forests, or other complex terrain features;

paths modifiable upon encountering a terrain feature that represents anobstacle, thereby allowing one to avoid the obstacle to view a desiredterrain feature;

paths modifiable upon encountering a distinctive terrain feature orobject, allowing the area to be rendered in close-up, for example, whenlooking up at an inclined surface, lowering the viewing point andapproaching the inclined surface, or, when looking over a cliff,elevating the viewing point and approaching the cliff; and

paths otherwise modifiable for achieving movie effects such as pan,zoom, and the like, for example, paths set up such that the camera canbe adjusted continuously from extreme zoom-out to close-up in order tofocus on a particular point.

The invention of claim 4 provides a graphics processing device accordingto any of claims 1 through 3, wherein the viewing point shifting meansholds a reference point for the viewing point in a predeterminedlocation when shifting the viewing point along a path.

The reference point is established, for example, on a designated terrainfeature or character.

The invention of claim 5 provides a game machine designed with aplurality of stages, comprising an graphics processing device as definedany of claims 1 through 4 whereby virtual terrain features are definedthree-dimensionally within virtual space for each stage, andrepresentations thereof are displayed as viewed from the viewing point.

The invention of claim 6 provides a graphics processing method forgenerating representations of segments defined three-dimensionallywithin virtual space displayed as viewed from the viewing point,comprising the step of shifting the viewing point over the predeterminedthree-dimensional paths established within the virtual space.

The invention of claim 7 provides a graphics processing method accordingto claim 6, wherein display locations for displaying predeterminedmessages are selected along a path, and the step for shifting theviewing point displays the messages at the display locations.

The invention of claim 8 provides a graphics processing device forgenerating representations of segments defined three-dimensionallywithin virtual space displayed as viewed from the viewing point,comprising cursor generation means for generating a cursor, cursormoving means for moving the cursor through operation by the player, datagenerating means for acquiring data concerning segments locatedperipherally around the cursor and generating display data, and datadisplay means for producing data displays on the basis of the displaydata.

The invention of claim 9 provides a graphics processing device accordingto claim 8, wherein the data generating means, on the basis ofconditions of motion applied to the cursor and data concerning segmentslocated peripherally thereto, makes decisions as to whether cursormovement should be enabled, computing the load required for movementwhere movement is enabled, and the data display means displays a“movement not enabled” indicator in directions in which cursor movementis not enabled, as well as displaying a “movement enabled” indicator indirections in which cursor movement is enabled, together with the loadrequired therefor.

The invention of claim 10 provides a graphics processing deviceaccording to claim 8, wherein the data generating means acquiresattribute data concerning segments located peripherally around thecursor and generates display data, and the data display means displaysthe display data next to the segment(s) in question.

The invention of claim 11 provides a graphics processing deviceaccording to any of claims 8 through 10, wherein the cursor generatingmeans changes the cursor display with reference to the attributes of thesegments.

The invention of claim 12 provides a game machine designed with aplurality of stages, comprising a graphics processing device as definedany of claims 8 through 11 whereby virtual terrain features are definedthree-dimensionally within virtual space for each stage, and a cursor isdisplayed in the display of each stage.

The invention of claim 13 provides a graphics processing method forgenerating a display of segments defined three-dimensionally within avirtual space and portrayed as viewed from a viewing point locatedwithin the virtual space, comprising a cursor moving step in which thecursor is moved through player control, a data generation step in whichdata pertaining to segments located peripherally around the cursor isacquired and display data is generated, and a data display step in whicha data display is produced on the basis of the display data.

The invention of claim 14 provides a graphics processing device forgenerating a display of segments defined three-dimensionally within avirtual space and portrayed as viewed from a viewing point locatedwithin the virtual space, comprising attribute modification valuegenerating means which, where a segment has moved, computes an attributemodification value for the segment on the basis of its status prior tomoving, after moving, or both, and attribute modifying means formodifying the attributes of the segment on the basis of the attributemodification value.

The invention of claim 15 provides a graphics processing deviceaccording to claim 14, wherein the attribute modification valuegenerating means computes the attribute modification value on the basisof the difference in distance of the segment prior to and after moving.

The invention of claim 16 provides a graphics processing deviceaccording to claim 14, wherein the attribute modification valuegenerating means computes the attribute modification value on the basisof the status defined for the terrain feature segment located at thecurrent position of a segment which has moved.

The invention of claim 17 provides a game machine designed with aplurality of stages, comprising a graphics processing device accordingto any of claims 14 through 16 for defining virtual terrain featuresthree-dimensionally within a virtual space and modifying segmentattributes for each stage.

The invention of claim 18 provides a graphics processing method forgenerating a display of segments defined three-dimensionally within avirtual space and portrayed as viewed from a viewing point locatedwithin the virtual space, comprising an attribute modification valuegenerating step wherein, where a segment has moved, an attributemodification value is computed for the segment on the basis of itsstatus prior to moving, after moving, or both, and an attributemodifying step wherein the attributes of the segment are modified on thebasis of the attribute modification value.

The invention of claim 19 provides a graphics processing device forgenerating a display of segments defined three-dimensionally within avirtual space and portrayed as viewed from a viewing point locatedwithin the virtual space, comprising segment moving means for movingprescribed segments through control by the player, coordinate alignmentdetermining means for determining if the direction in which a designatedsegment in virtual space is facing is aligned with the direction of theline of sight extending from the viewing point, and associationmodifying means for modifying the association of the control directioninstructed through player control and the direction of movement of thesegment where the coordinate alignment determining means has determinedthat these are not aligned.

The invention of claim 20 provides a graphics processing deviceaccording to claim 19, further comprising control input type determiningmeans for determining whether a control input by the player pertains tomovement of a segment, and control direction setting means for settingthe direction instructed through control by the player to a predefineddirection in the event that it is determined by the control input typedetermining means that the input does not pertain to movement of asegment.

Cases where a determination that a particular control input does notpertain to movement of a segment would be made include, for example,specification of an action not directly related to movement of a segmentbut rather performed on a terrain feature, tree, rock, or other objectin the virtual space, or of some modification of attributes (equipment,weapons, tools, etc.) including those of segments. Cases where adetermination that a control input does not pertain to the virtual spacewould be made include, for example, operations performed in displayscreens not directly related to virtual space coordinates (such as gamesetting, segment setting, and other initial screens, setting screens formodifying parameters during the course of the game, message windows, andthe like). “Predefined direction” refers to some direction defined withreference to the display screen (for example, UP, DOWN, LEFT, or RIGHT).

The invention of claim 21 provides a graphics processing deviceaccording to claim 19, further comprising control input referentdetermining means for determining whether a control input by the playeris an operation to be performed on the display screen which displays thevirtual space, and control direction setting means for setting thedirection instructed through control by the player to a predefineddirection in the event that it is determined by the control inputreferent determining means that the operation is not one to be performedon the display screen which displays the virtual space.

The invention of claim 22 provides a game machine designed with aplurality of stages and comprising a graphics processing deviceaccording to any of claims 19 through 21 for defining virtual terrainfeatures three-dimensionally within a virtual space for each stage, andfor moving the segments.

The invention of claim 23 provides a graphics processing method is forgenerating a display of segments defined three-dimensionally within avirtual space and portrayed as viewed from a viewing point locatedwithin the virtual space, comprising a segment moving step in which adesignated segment is moved through control by the player, a coordinatealignment determining step in which a determination is made as towhether the direction in which the designated segment in virtual spaceis facing is aligned with the direction of the line of sight extendingfrom the viewing point, and an association modifying step in which theassociation of the control direction instructed through player controland the direction of movement of the segment is modified in the eventthat the coordinate alignment determining means has determined thatthese are not aligned.

The invention of claim 24 provides a graphics processing methodaccording to claim 23, further comprising a comprising a control inputtype determining step in which a determination is made as to whether acontrol input by the player pertains to movement of a segment, and acontrol direction setting step in which the direction instructed throughcontrol by the player is set to a predefined direction in the event thatit is determined by the control input type determining means that theinput does not pertain to movement of a segment.

The invention of claim 25 provides in a computer a machine-readablestorage medium for storing a program which embodies a graphicsprocessing method for generating a display of segments definedthree-dimensionally within a virtual space and portrayed as viewed froma viewing point located within the virtual space, and which executes astep whereby the viewing point is shifted over predeterminedthree-dimensional paths established within the virtual space.

The invention of claim 26 provides in a computer a machine-readablestorage medium for storing a program which embodies a graphicsprocessing method for generating a display of segments definedthree-dimensionally within a virtual space and portrayed as viewed froma viewing point located within the virtual space, and which executes acursor movement step wherein the cursor is moved through control by theplayer, a data generation step wherein data pertaining to segmentslocated peripherally around the cursor is acquired and display data isgenerated, and a data display step in which a data display is producedon the basis of the display data.

The invention of claim 27 provides in a computer a machine-readablestorage medium for storing a program which embodies a graphicsprocessing method for generating a display of segments definedthree-dimensionally within a virtual space and portrayed as viewed froma viewing point located within the virtual space, and which executes anattribute modification value generating step wherein, where a segmenthas moved, an attribute modification value is computed for the segmenton the basis of its status prior to moving, after moving, or both, andan attribute modifying step wherein the attributes of the segment aremodified on the basis of the attribute modification value.

The invention of claim 28 provides in a computer a machine-readablestorage medium for storing a program which embodies a graphicsprocessing method for generating a display of segments definedthree-dimensionally within a virtual space and portrayed as viewed froma viewing point located within the virtual space, and which executes asegment moving step in which a designated segment is moved throughcontrol by the player, a coordinate alignment determining step in whicha determination is made as to whether the direction in which thedesignated segment in virtual space is facing is aligned with thedirection of the line of sight extending from the viewing point, and anassociation modifying step in which the association of the controldirection instructed through player control and the direction ofmovement of the segment is modified in the event that the coordinatealignment determining means has determined that these are not aligned.

Examples of storage media are floppy disks, magnetic tape,magnetooptical disks, CD-ROM, DVD, ROM cartridges, RAM memory cartridgesequipped with battery packs, flash memory cartridges, nonvolatile RAMcartridges, and the like. “Storage medium” refers to a component capableof storing data (mainly digital data and programs) by some physicalmeans and of enabling a computer, dedicated processor, or otherprocessing device to perform prescribed functions.

Wired communications media such as phone lines, wireless communicationsmedia such as microwave circuits, and other communications media areincluded as well. The Internet is also included in this definition ofcommunications media.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an exterior view of a game machine employing the graphicsprocessing device of Embodiment 1 of this invention;

FIG. 2 is a functional block diagram of a game machine employing thegraphics processing device of Embodiment 1 of this invention;

FIG. 3 is a flow chart illustrating the operation of the graphicsprocessing device of Embodiment 1 of this invention;

FIG. 4 is a plan view of a stage illustrative of the operation ofEmbodiment 1 of this invention;

FIG. 5 is a sectional view of a stage illustrative of the operation ofEmbodiment 1 of this invention;

FIG. 6 is a diagram showing a camera shift path illustrative of theoperation of Embodiment 1 of this invention;

FIG. 7 is a diagram showing a camera shift path illustrative of theoperation of Embodiment 1 of this invention;

FIG. 8 is an example of a display screen illustrative of the operationof Embodiment 1 of this invention;

FIG. 9 is an example of another display screen illustrative of theoperation of Embodiment 1 of this invention;

FIG. 10 is a diagram showing a camera shift path and the orientationthereof illustrative of the operation of Embodiment 1 of this invention;

FIG. 11 is a flow chart depicting the operation of the graphicsprocessing device of Embodiment 2 of this invention;

FIG. 12 is a plan view of a cursor and icons displayed by the graphicsprocessing device of Embodiment 2 of this invention;

FIG. 13 is a plan view of another cursor and icons displayed by thegraphics processing device of Embodiment 2 of this invention;

FIG. 14 is a perspective view of the cursor, icons, and grid in stageillustrative of the operation of Embodiment 2 of this invention;

FIG. 15 is a plan view of the cursor, icons, and grid in stageillustrative of another operation of Embodiment 2 of this invention;

FIG. 16 is a flow chart depicting the operation of the graphicsprocessing device of Embodiment 3 of this invention;

FIG. 17 is a flow chart depicting the operation of the graphicsprocessing device of Embodiment 4 of this invention;

FIG. 18 shows an example of a display screen illustrative of theoperation of Embodiment 4 of this invention; and

FIG. 19 shows an example of another display screen illustrative of theoperation of Embodiment 1 of this invention.

BEST MODE FOR CARRYING OUT THE INVENTION

Preferred embodiments for carrying out the present invention arediscussed below, referring to the appended drawings.

Embodiment 1

FIG. 1 is an exterior view of a video game machine employing thegraphics processing device which pertains to Embodiment 1 of thisinvention. In the drawing, the video game console 1 has a shapeapproximating a box, and houses the boards for game processing and thelike. Two connectors 2 a are provided on the front panel of the videogame console 1; the pads which serve as the input devices for gamecontrol (pads) 2 b are connected to these connectors 2 a through cables2 c. For two-player play, two pads 2 b are used.

On the top of the video game console 1 are provided a cartridge I/F 1 afor connecting a ROM cartridge and a CD-ROM drive 1 b for readingCD-ROMs. While not shown, the back panel of the video game console 1 isprovided with a video output terminal and an audio output terminal. Thevideo output terminal is hooked up to the video input terminal of atelevision receiver 5 via a cable 4 a. The audio output terminal ishooked up to the audio input terminal of a television receiver 5 via acable 4 b. With this type of video game machine, a player operates thepad 2 b to play the game while viewing the screen shown on thetelevision receiver 5.

FIG. 2 is a block diagram showing the scheme of the TV game machinewhich pertains to Embodiment 1 of the invention. This graphicsprocessing device comprises a CPU block 10 for controlling the entiredevice, a video block 1 for controlling game screen displays, a soundblock 12 for generating effect sounds, and a sub-system 13 for readingCD-ROMs and the like.

The CPU block 10 comprises an SCU (system control unit) 100, a main CPU101, RAM 102, ROM 103, a cartridge I/F 1 a, a sub-CPU 104, a CPU bus105, and so on.

The CPU block 10 comprises an SCU (system control unit) 100, a main CPU101, RAM 102, ROM 103, a cartridge I/F 1 a, a sub-CPU 104, a CPU bus105, and so on.

The main CPU 101 is designed to control the entire device. This main CPU101 incorporates a processing function (not shown) similar to a DSP(digital signal processor) and is designed for rapid execution ofapplication software.

The RAM 102 is configured to serve as the work area for the main CPU101. An initialization program for the initialization process and so onare written to the ROM 103, making it possible for the device to bootup. The SCU 100 controls the buses 105, 106, and 107 to enable dataexchange among the main CPU 101, the VDPs 120 and 130, the DSP 140, theCPU 141, and other components.

The SCU 100 is provided internally with a DMA controller, and isdesigned such that during the game, image data for the display elementswhich make-up the segments (polygon data and the like) can betransferred to the VRAM in the video block 11.

The cartridge I/F 1 a is designed to transfer program data and imagedata from the storage medium (provided in the form of a ROM cartridge)to the CPU block.

The sub-CPU 104 is called an SMPC (system manager & peripheralcontroller), and is designed to acquire control data from the peripheraldevices 2 b via the connector 2 a shown in FIG. 1 in response torequests from the main CPU 101.

On the basis of control signals received from the sub-CPU 104, the mainCPU 101 performs, for example, display control (changing characterrotation, changing perspective, and other elements) on the game screen.The connectors 2 a are designed to allow connections to any peripheraldevice such as a pad, joystick, keyboard, or the like. The sub-CPU 104has the function of automatically recognizing the type of peripheraldevice plugged into the connectors 2 a (console terminals) and acquiringcontrol signals and the like in accordance with a particularcommunication mode corresponding to the type of peripheral device.

The video block 11 comprises a first VDP (video display processor) 120,VRAM (DRAM) 121, frame buffers 122 and 123, a second VDP 130, VRAM 131,and a frame memory 132.

The first VDP 120 houses a system register and is connected to VRAM(DRAM) 121 and to the frame buffers 122 and 123, and is designed toenable generation of segments (characters) consisting of polygons forthe TV game. The second VDP 130 houses a register and color RAM, isconnected to the VRAM 131 and the frame memory 132, and is designed toenable various processes such as rendering background images, priority(display priority)-based segment image data/background image data imagesynthesis, clipping, display color designation, and the like.

The VRAM 121 is designed to store polygon data (collections of apexpoint coordinates) for TV game character representation transferred fromthe main CPU 101 and to store conversion matrix data for shifting thevisual field.

The frame buffers 122 and 123 are designed to hold the image data(generated in 16 or 8 bits per pixel format, for example) generated bythe first VDP 120 on the basis of polygon data, etc.

The VRAM 131 is designed to store background image data supplied by themain CPU 101 through the SCU 100.

The memory 132 is designed to store final display data generated by thesecond VDP 130 through synthesis of texture-mapped polygon image datasent from the VDP 120 and background image data while applying displaypriority (priority).

The encoder 160 is designed to generate video signals by attaching syncframes and so on to the display data, and to output these to the TVreceiver.

The sound block 12 comprises a DSP 140 for synthesizing sounds by thePCM format or FM format, and a CPU 141 for controlling this DSP 140. TheDSP 140 is designed to convert audio signals to 2-channel signalsthrough a D/A converter 170 and to output these to the two speakers 5 a.

The sub-system 13 comprises a CD-ROM drive 1 b, a CD I/F 180, MPEG AUDIO182, MPEG VIDEO 183, and so on. This sub-system 13 has the function ofreading application software provided in CD-ROM format, reproducingvideo, and so on. The CD-ROM drive 1 b reads data from the CD-ROM. TheCPU 181 is designed to control the CD-ROM drive 1 b and to perform errorcorrection on read data and other such processes. Data read out from aCD-ROM is delivered to the main CPU 101 through the CD I/F 180, bus 106,and SCU 100 and is used as the application software. The MPEG AUDIO 182and MPEG VIDEO 183 are devices for restoring data which has beencompressed in accordance with MPEG standards (Motion Picture ExpertGroup). By using the MPEG AUDIO 182 and MPEG VIDEO 183 to restoreMPEG-compressed data written on a CD-ROM it is possible to reproduce thevideo images.

FIG. 4 is a drawing illustrating processing operations of the device ofEmbodiment 1 of this invention. FIG. 5 is a cross section of plane A-Ain FIG. 4, viewed in the direction indicated by the arrows.

FIG. 4 is a plan view of a stage in the game containing terrain featuresegments which have been generated within virtual space on the basis ofthree-dimensionally defined topographical data; the virtual space isviewed from above the horizontal plane in which these terrain featureslie. In the drawing, 50 indicates the path over which the viewing pointshifts (to facilitate understanding, the viewing point is discussedbelow in terms of a camera), 51 indicates a player-controlled charactercontrolled by the player, 52 indicates a enemy character, 53 representsan obstacle (stone monolith) located on the course, 54 and 55 indicatesloped surfaces (cliffs), and 56 and 57 indicate plateaus. As may bediscerned from the drawing, the game process flow in one in which thecharacter 51 drives away enemy characters 52 blocking a path that issurrounded by sloped surfaces 54 and 55 to reach the exit located at theright in the drawing. Exiting through the exit leads the player to thenext stage.

In this game machine, a stage is introduced by moving the camera alongthe shifting path 50 to show all the terrain features in the stage.During this process, prescribed messages are displayed in associationwith display images at points P1 through P4. For example, at point P1,the camera points up at the sloped surface 55 from below to allow theplayer to make a visual estimation of the steepness of the slopedsurface, and a message such as “climbing up this sloped surface istough” or “if you slip down this sloped surface you will get hurt” isdisplayed. A description of the enemy characters is provided at point P2and a description of the obstacle 53 is provided at point P3. At pointP4, in contrast to point P1, the camera points down the sloped surface,allowing the player to make a visual estimation of the steepness of thesloped surface. Points P1 through P4 are preset. Alternatively,arbitrary position setting through player control could be enabled.

The operation of the device of Embodiment 1 will be described withreference to the flow chart in FIG. 3. In Embodiment 1, a viewing pointshifting method is provided during introduction of the simulation game;specifically, varying camera angles are employed to describe importantfeatures of the terrain. Most processing is done by the CPU 101.

During description of the terrain, the camera can move not only throughthe horizontal plane but also in the vertical direction to providethree-dimensional motion, thereby providing an impression ofthree-dimensional terrain, even for two-dimensional coordinate visualfield-converted images. Demonstrations of “objects” actually encounteredby the player-controlled character are also presented for the stage. Theway in the camera moves may be set arbitrarily by the designer at theprogramming stage. The designated sites for message display may be setas well. When a message is displayed, camera motion temporarily stops.This is to allow the player to read the message. Camera motion resumesupon some control input from the player. The game of stage in questionthen starts in the terrain that has just been described.

Step ST1

The system goes into topographical mapping data check mode.

Topographical mapping data check mode refers to a mode in which theentire stage can be observed to provide an understanding of conditionsin each stage prior to play upon entering this mode, a predeterminedcamera path 50 is readied and the camera begins to move along this path.“Battles” between the player-controlled character and enemy charactersdo not occur in this mode.

Step ST2

The camera position begins to move. As depicted in FIG. 6 and FIG. 7,the camera starts to move from the left side in the drawings andproceeds until reaching the obstacle 53 located on the right side. Itthen turns around, passing over the plateau 57 and returning to thestarting position. During this time the line of sight of the camerafaces downward and towards the front. This camera direction has beenpreset, but can be freely modified or rendered selectable by the player.

As may be discerned from FIG. 6 and FIG. 7, the camera height can bechanged during motion. For example, it can be raised immediately infront of the obstacle 53 and subsequent dropped down rapidly to close-upon the obstacle 53. When starting to move in the opposite direction, itcan be raised to allow the entire terrain of the stage to be viewed;when looking down on a sloped surface 55, it can be dropped to closelyapproach the sloped surface. The scenes displayed through these variousmovements are full of variation and afford effective scenes that arevery interesting. In this way, movie-like effects such as pan, zoom, andclose-up can be produced by freely moving the camera within the virtualspace.

Step ST3

Determinations as to whether to display messages are made as the camerais moving. Where a display is not indicated (NO), the system returns tostep ST2 and the camera continues to move. On the other hand, wherethere is a message to be displayed (YES), the system proceeds to stepST4 and the message is displayed.

As described in the context of FIG. 4, points P1 through P4 for messagedisplay have been preset. Accordingly, in this example, four messagesare displayed.

Step ST4

The message is displayed. For example, as the camera graduallyapproaches point P3, the camera pulls up rapidly to give a bird's-eyeview like that depicted in FIG. 8. From this camera position, theoverall size and shape of the obstacle 53 may be discerned. As thecamera reaches point P3, a message is displayed through thedetermination made in step ST3. The camera position at this time is inproximity to the obstacle 53. As the obstacle 53 is shown in close-up, amessage window 60 appears on the screen, and a sub-window 61 showing theface of the character appears therein. Various messages can be displayedin the message window 60, for example, (character name) there seems tobe some kind of trap here, or some similar message.

The window can be made transparent so as to avoid hiding the backgroundscenery. Alternatively, multiple windows can be opened to enable asimulated conversation among a plurality of characters.

The camera does not move during the time that the message is beingdisplayed. This allows the player time to discern the content of themessage. When the player enters a prescribed command, the camera isreleased from the suspended state and resumes movement along the path50. Alternatively, the message can be designed to display for apredetermined period of time without waiting for a command from theplayer.

Step ST5

A determination is made as to whether to terminate. A determination ismade as to whether the finish point on the path 50 has been reached,that is, whether the player has returned to the starting point. If notfinished (NO), the system returns to ST2. If finished (YES), thetopographical mapping data check mode is terminated.

As noted above, the device of Embodiment 1 of this invention allows theplayer of a simulation game with a display of terrain segmentsrepresented three-dimensionally to move a camera in three-dimensionalfashion in order to view the entire terrain, rather than simplyscrolling through a display, thereby allowing the player to experience asense of realism from the three-dimensionally constructed terrain.Additionally, the player can view terrain features from a multitude ofcamera positions during topographical mapping data check mode. Scenedisplays from camera positions that are not commonly employed (forexample, an overall view from a very high position, looking upward fromthe ground, getting really close to a cliff) are also possible,producing a display that has impact and that stimulates the interest ofthe player. Additionally, the possibility of battles inthree-dimensional space can be suggested by indicating the action spacefor the three-dimensionally constructed player-controlled character.

In the foregoing description, the direction in which the camera faces(line of sight) was assumed to be fixed; however, the device ofEmbodiment 1 of this invention is not limited to this configuration. Forexample, as depicted in FIG. 10, it is possible to have the camera lineof sight follow a designated target (shown as a triangle in the drawing)as the camera travels along the path 50. Where the target is a vehicle,for example, it is possible to produce a movie-like scene whereby thecamera pans around to follow the motion of a vehicle approaching from infront as it passes by. Camera movement is not limited to the horizontalplane and may take place in a vertical plane.

Embodiment 2

The device of Embodiment 2 of this invention will now be described.

FIG. 11 is a simple flow chart showing the operation of this device.FIGS. 12 through 15 are diagrams illustrating the operation of thisdevice.

FIG. 12 shows the cursor 63 and the icons 64 displayed around itsperimeter. The cursor 63 is shown on the basic screen display and on themovement select screen display. Displayed icon shapes comprise arrowsand X's, and each of these has a particular meaning. An X icon 64 adisplay indicates that the character cannot advance in the direction inwhich the X is located (upward in the drawing). A single arrow icon 64 bdisplay indicates that the character can move in the direction indicatedby the arrow (downward in the drawing) and that the cost entailed indoing so (this refers to a parameter such as the point score required tocontinue game play) is equivalent to one arrow's worth. Similarly, adouble arrow icon 64 c or triple arrow icon 64 d display respectivelyindicate that the associated movement costs two times and three timesthat of a single arrow.

FIG. 13 is an example of another cursor 63 and icon 64 display format.In this drawing, shading 63 s and 64 s is depicted low the cursor 63 andthe icons 64. This display is used when the character associated withthe cursor has the ability to fly. Applying shading give the impressionthat the cursor is flying through the air, thereby calling attention tothe functional characteristics with which the character is endowed. Thecursor display can also be changed to reflect character function. Forexample, the cursor color could be blue or red depending on whether thesex of the player-controlled character is male or female. Anotherpossibility would be to have a fat cursor for a powerful character and athin cursor for a weak character.

Regarding the way in which shading is rendered, shadows may simulatelight rays coming from some position in the virtual sky, or may beportrayed as conforming to the shapes of terrain features.Alternatively, shadows may be produced by simply adopting a doubledisplay for the cursor 63 and the icons 64.

FIG. 14 shows an example screen in which the cursor 63 is displayed. Thecursor 63 moves over a grid 65 which reflects the shape of a terrainfeature. As may be understood from the drawing, the icon displaysurrounding the cursor 63 changes depending on whether the ground overwhich the cursor 63 is positioned is flat ground, the sloped surface 54,or the plateau 56.

The operation will now be described referring to the flow chart in FIG.11.

The device of Embodiment 2 of this invention relates to a cursor whichis used in the context of a simulation game for controlling charactersand the like, for determining the shape, qualities, and so on of aterrain feature at any location, and for displaying attributeinformation concerning enemy characters. It also brings up displays ofdata for terrain features located adjacently to the cursor.Specifically, the cursor provides information not only for a selectedterrain feature but also for terrain features located adjacently to theterrain feature in question, thereby affording a display whichfacilitates understanding of relationships among continuous terrainfeatures.

Step ST10

Data for the grid 65 adjacent to the cursor 63 is acquired. Terrainfeature data for the position of the cursor 63 and data for surroundingterrain features is acquired, and a decision as to whether a certainmovement is possible is made on the basis thereof. Where a movement ispossible, the extent of the cost required is also computed. As shown inFIG. 14, the cursor 63 can be moved to various positions along the grid65. When the cursor 63 is located over flat ground, conditions at thecursor and its surroundings are not significantly different. On theother hand, when the cursor 63 is located over the sloped surface 54,conditions change significantly in the direction of the slope, whileconditions in the direction orthogonal to the direction of the slope donot change significantly. This affords information regarding surroundingterrain features, which change in various ways depending on the positionof the cursor 63.

Step ST11

Grid direction conditions are computed. The cost entailed in moving isdetermined by the slope between the two points traversed. Slope can beexpressed as the difference in height between the cursor 63 and heightof an adjacent grid. The height of each grid is predetermined; aquantitative index thereof is created on the basis of a fixed referencevalue.

The relationship between the steepness of a slope and its height indexcan be classified as follows. Steepness of slope Height index (low) 0-2(moderate) 3-4 (high) 5-6 (extreme) 7-9 (maximum) 10 or above

Climbing ability type is classified as follows with reference to theaction capabilities with which a character is endowed. Numerical valuesrepresent action capabilities. “Extreme”, “strong”, “normal”, and “weak”represent action settings for a player-controlled character; “strong”,“normal”, and “weak” represent walking strength. Steepness of slope(low) (medium) (high) (extreme) (maximum) extreme: 1 1 1 2 x strong: 1 12 x x normal: 1 2 4 x x weak: 1 3 6 x xAn “x” indicates that movement is impossible. Arrows 64 are displayedwith reference to these values.Step ST12

Determination is made as to whether all grids have been completed. Wherethe cursor 64 has a square shape, as in this embodiment, a four-foldprocessing iteration is required.

Step ST13

On the basis of the conditions computed in Step ST11, the conditions areindicated by displaying icons around the cursor. For example, if thevalue in the previous example is “x”, an “X” icon 64 a is displayed, if“1”, a single arrow icon 64 b is displayed, if “2”, a double arrow icon64 b is displayed, and if “3” or more, a triple arrow icon 64 b isdisplayed. Icons comprising four or more arrows may be used as well.

In the foregoing description, the icons 64 for display around the cursor63 are selected on the basis of the height difference (slope) withrespect to the surrounding area; however, the invention is not limitedthereto, and terrain conditions around the cursor may be represented,for example, through selection on the basis of the conditions of theground in the surrounding area (rough terrain, grassy terrain, pavement,and so on). Selection may be made on the basis of both this type ofcondition and the height differential.

As noted above, Embodiment 2 of the present invention is designed suchthat information pertaining to the height differential between alocation selected through the cursor and the adjacent terrain isdesignated and the results thereof are displayed around the cursor,affording a display which facilitates understanding of relationshipswith adjacent terrain features.

In addition, it may be readily determined whether movement from oneterrain feature to another terrain feature is possible.Three-dimensional terrain relationships are easily discerned. Anadditional advantage is that the structure of the three-dimensionalspace around the cursor may be discerned to a certain extent as well.

Naturally, the cursor can be positioned arbitrarily by the player, andanalogous correspondence when the terrain changes is possible.

Likewise, various modifications of cursor form besides that illustratedare possible. Any form indicating to the player the climbing powerrequired for movement would be acceptable. For example, any form capableof displaying the required climbing power would be acceptable.

With regard to acquiring information regarding the area surrounding thecursor 63, a display like that depicted in FIG. 15 would also bepossible. In the drawing, the human powers (HP) and magical powers (MP)possessed by a character 51 present in the area surrounding the cursorare displayed as numerical values (in the drawing, the actual numericalvalues are not shown). Information for characters present in the eightframes around the cursor 63 can be displayed there. Information forcharacters located further away (for example, the character 52represented by the “X”) is not displayed. Thus, the player can acquireinformation about characters in the surrounding area by moving thecursor to any desired position.

Embodiment 3

The device of Embodiment 3 of this invention will now be described.

The device of Embodiment 3 of this invention is used in simulation gamesin which terrain feature segments are constituted three-dimensionally;where a character or the like falls (refers to movement in a directionopposite the height up a particular terrain feature) during the game, itcan vary the effects (damage) on a character and the direction ofmovement in accordance with this height differential. Specifically, theheight differential between the starting point and adjacent terrainfeatures is determined to select the direction of fall, and the amountof damage is varied in accordance with the height differential betweenthe fall endpoint and the starting point.

The operation of this device will be described referring to the simpleflow chart in FIG. 16.

Step ST20

A determination is made as to whether the character should fall or not.For example, if a non-flying character (incapable of flight) is locatedon an extremely steep cliff (one with a steep slope), the character willfall off the cliff. The character will continue to fall (slide) untilterrain with a more moderate incline is reached. Alternatively, if theterrain is defined as one with bad footing, such as a sloped surface, adetermination that a fall has occurred will be made where movement toanother location has occurred in opposition to control input by theplayer. The direction of the fall is selected on the basis of theconditions of the slope, the movement of the character just prior to thefall, and so on.

If a fall has occurred (YES), the system proceeds to Step ST21. Thedamage inflicted is proportional to the height of the fall.

Step ST21

The height of the fall and terrain conditions at the fall destinationare computed. The difference (H2-H1) between the height of the characterprior to the fall. H2 and the height H1 after the fall is computed. Anindex S indicating conditions at the fall destination is also computed.This index S has been predefined in the topographical data. The index Swill differ with rough terrain, grassy terrain, concrete, and so on. Ingeneral, the index S is greater (greater damage) the harder the groundand the more rugged it is.

Step ST22

The amount of damage is computed. The amount of damage is computed usingthe following equation, for example.(amount of damage)=(height of fall*4).

This condition is occurs when a flying character lands, or has beenbounced into the air by a enemy.

Alternative, conditions at the fall destination may be taken intoaccount through computation using the following equation, for example.(amount of damage)=k(H2−H1)+S.

Here, k is a proportional coefficient, which may be constant or whichmay vary for individual stages or individual characters.

Step ST23

Character attributes are modified. The attributes of the character aremodified to reflect the amount of damage computed in Step ST22. Thisinvolves reducing the human power HP of the character; where the damageis significant, the character may die (at which point further game playis disabled). For example, if a character should stand in a locationwhere an indicator indicating the danger of falling is displayed, thecharacter will fall and die unless the character is flying. There is noeffect if the character is flying.

As described above, in accordance with Embodiment 3 of this invention,in the event that a character or the like should fall during the game,the height differential between the position prior to the fall and theposition after the fall is computed, and the damage inflicted to theplayer and the direction of movement are changed. Accordingly,unexpected accidents occurring during the game are presented in variousways, making the game more interesting. The player-controlled charactercan thus be damaged by elements other than attacks by enemy characters.Since the extent of damage can be increased or reduced throughmodification to topographical mapping data, the game designer isprovided with increased latitude in terms of designing an interestinggame. Since the player must take into consideration damage caused byfalls in addition to attacks by enemy characters during play, theinterest of the game is enhanced. Gravity and acceleration may besimulated in the representation of the fall, thereby enhancing therealism in the game.

Embodiment 4

The device of Embodiment 4 of this invention will now be described. Inthis embodiment, the direction of travel of the player-controlledcharacter and the movement function assignments assigned to the pad arecoordinated when the camera position changes.

FIG. 18 depicts the same game stage shown FIG. 3. In this display screenexample, the camera is located towards the top of the entrance, and thecamera direction is inclined downward toward the exit. FIG. 19 shows adisplay screen example of the same stage in which the camera is locatedabove the plateau 57 in the sideways direction, with the cameradirection facing the plateau 56 on the opposite side. In these drawings,a message window 60 is displayed together with the screen display. Theplayer can selected any of a plurality of messages (in the drawing,there are two types, “1” and “2”). In the drawings, a triangle symbolrepresents message selection.

The arrows shown to the right in the drawings are provided to facilitatethe description. Each arrow corresponds to a direction button on the pad2 b. The labels UP, DOWN, RIGHT, and LEFT indicate the directionsassigned to the direction buttons on the pad 2 b. The labels inparentheses, (FORWARD), (BACK), (LEFT), and (RIGHT), indicate thedirections in which the character will move on the screen (i.e., withinthe virtual space of this stage) when direction buttons are pressed. Thearrows in FIG. 18 indicate that the character will move FORWARD, BACK,LEFT, and RIGHT (as viewed from the direction in which the character isfacing) within the virtual space when the UP, DOWN, RIGHT, and LEFTbuttons are pressed respectively. Since moving the character FORWARD inthe drawing causes it to advance upward on the screen, the associationsare intuitive. The arrows in FIG. 19 indicate that the character willmove RIGHT, LEFT, FORWARD, and BACK (as viewed from the direction inwhich the character is facing) within the virtual space when the UP,DOWN, RIGHT, and LEFT buttons are pressed respectively. Pushing theRIGHT button causes the character to advance toward the right of thescreen, so the associations are intuitive.

The associations for the arrows in FIG. 19 are created only when theprocess depicted in flow chart of FIG. 17 is performed. If this processis not performed, pushing the UP, DOWN, RIGHT, and LEFT directionbuttons will result, for example, in the character advancing RIGHT,LEFT, DOWN, and UP within the virtual space as viewed from the directionin which the character is facing; these associations are not intuitive.

Simply aligning the direction buttons with the directions in which thecharacter moves presents problems during message selection. The messagewindow 60 display is the same in both FIG. 18 and FIG. 19, so whendirection button assignments are different, intuitive interface is lost.The flow chart shown in FIG. 17 takes this into consideration.

Next, the operation of the device of Embodiment 4 of this invention willbe described referring to the flow chart in FIG. 17.

Step ST30

The type of control input is determined. This determination is madesince key assignments differ between message inputs and charactercontrol inputs. If the input is a character control input, the systemproceeds to step ST31; if it is a message input, it proceeds to the StepST35.

Step ST31

A determination is made as to whether coordinates are alignedspecifically, a determination is made as to whether the direction inwhich the character is facing in the virtual space through which thecharacter travels is aligned with or different than the direction of theline of sight from the viewing point. If the two are not aligned (NO),the system proceeds to Step ST32; they are aligned (YES), it proceeds tothe Step ST34.

Step ST32

If the directions are not aligned, the angle formed by the direction inwhich the character is facing and the direction of the line of sight iscomputed. For example, in the case depicted in FIG. 18, it would bedetermined that the two directions are aligned, while in the casedepicted in FIG. 19, it would be determined that the direction of theline of sight is rotated 90° to the left with respect to the directionin which the character is facing. Specifically, the direction of theline of sight reflects counter-clockwise rotation of the viewing pointcoordinate system around the axis representing height in the virtualspace (the z axis), with the angle of rotation equal to 90°.

Step ST33

Key assignments are modified with reference to the angle of rotation.For example, the following modifications could be made. Direction buttonUP DOWN RIGHT LEFT  90° left right forward back 180° back forward leftright 270° right left back forward 0° (reference) forward back rightleft

When the angle of rotation is some intermediate value, associations aremade on the basis of which of the aforementioned classificationsassigned in 90° units is closest.

Step ST34

On the other hand, when the z axis is aligned, key assignments are setto default settings. For example, settings for a rotation angle of 0°are used.

Step ST35

When there is a message input, key assignments are set to defaultsettings, since the message window 60 display is the same regardless ofthe angle of rotation. For example, settings for a rotation angle of 0°are used.

FIG. 17 depicts one example of a flow chart. Key assignment may beaccomplished by other processes as long as message-window operations aredistinguished from character control when making the respective keyassignments for the modes. For example, if there is no need to modifyexisting key assignments, it is not necessary to perform Steps ST33 andST34. The order of Steps ST30 and ST31 may be reversed.

In this way, Embodiment 4 of this invention allows direction buttonassignments to be made on the basis of the angle formed by the directionthe character is facing and the direction of the line of sight when thecamera position changes, thereby allowing assignments to be modified tosuit the player control perspective when the viewing point position haschanged. Accordingly, intuitive operation can be continued withoutaffecting the modified viewing point position.

In particular, in three-dimensionally-defined simulation games, thecharacter is readily seen or difficult to see depending on cameraposition, so the ability to modify camera position is important. Thepresent invention creates key assignment settings that offer intuitivecontrol, so play can continue without any unnatural feel. The player canmodify the camera position to a position allowing the entire terrain tobe readily discerned, and this modification of the camera position hasno adverse effect on ease of control.

A distinction between “character control inputs” and “message inputs”was made in control input determinations, but the invention is notlimited thereto. For example, determinations could be made regardingwhether a control input relates to character movement or to the virtualspace.

Where is it determined that a control input does not relate to charactermovement, operations not directly related to character movement, such asoperations on terrain features, trees, rocks, and other displaysegments, or modification of attributes (equipment, weapons, tools,etc.) including those of segments, could be enabled.

Where is it determined that a control input does not relate to thevirtual space, a display screen not directly related to virtual spacecoordinates (such as game setting, segment setting, and other initialsetting screens, setting screens for modifying parameters during thecourse of the game, message windows, and the like) could be displayed.

INDUSTRIAL APPLICABILITY

As noted above, this invention allows the viewing point within a virtualspace defined in three dimensions to be shifted arbitrarily, and affordsa favorable game environment.

This invention further provides displays of information regarding thearea surrounding the cursor-selected position, affording a favorablegame environment.

This invention still further takes into account the effects ofthree-dimensionally-defined terrain features on player-controlledsegments, affording a favorable game environment.

This invention still further coordinates the orientation of aplayer-controlled segment in virtual space with the direction of theline of sight for modifying the visual field, affording a favorable gameenvironment.

In short, it provides ease of operation and an appealing display screen,contributing significantly to the interest of the game.

1-28. (canceled)
 29. A game machine comprising: a memory storing a gameprogram; and a processing unit for generating an image of a charactermoving in a virtual space that includes a terrain feature formed bythree-dimensional terrain feature data, based on a player's operationinput and the game program, wherein the processing unit comprises: firstmeans for moving a cursor, which is for moving the character, based onthe player's operation input so that the character moves along theterrain feature, and obtaining positional information for the characterin the virtual space; second means for determining, based on thepositional information, whether the character is on an inclined surfaceof the terrain feature and should fall down the inclined surface; thirdmeans for determining, when it is determined by the second means thatthe character should fall down in the virtual space, a direction of thecharacter's fall based on a movement of the character prior to the falland properties of the inclined surface; fourth means for computing alocation of a fall destination on the terrain feature; fifth means forcomputing an elevation difference between a starting point and the falldestination based on positional information for the starting point andpositional information for the fall destination; sixth means for movingthe character from the starting point to the fall destination andcomputing an amount of damage suffered by the character due to the fallbased on the computed elevation difference and the positionalinformation for the fall destination; seventh means for reducing a lifepower of the character based on the amount of damage; and eight meansfor performing image processing for the character based on the reducedlife power.
 30. The game machine according to claim 29, wherein theprocessing unit further comprises: ninth means for providing a grid thatreflects a shape of the terrain feature in the virtual space; and tenthmeans for moving the cursor over the grid based on the operation input.31. An image processing method, by a processing unit in a game machine,for generating an image of a character moving in a virtual space formedby three-dimensional terrain feature data, based on a player's operationinput and a game program, wherein the image processing methodcomprising: moving a cursor, which is for moving the character, based onthe player's operation input so that the character moves along theterrain feature, and obtaining positional information for the characterin the virtual space; determining, based on the positional information,whether the character is on an inclined surface of the terrain featureand should fall down the inclined surface; determining, when it isdetermined that the character should fall down in the virtual space, adirection of the character's fall based on a movement of the characterprior to the fall and properties of the inclined surface; computing alocation of a fall destination on the terrain feature; computing anelevation difference between a starting point and the fall destinationbased on positional information for the starting point and positionalinformation for the fall destination; moving the character from thestarting point to the fall destination and computing an amount of damagesuffered by the character due to the fall based on the computedelevation difference and the positional information for the falldestination; reducing a life power of the character based on the amountof damage; and performing image processing for the character based onthe reduced life power.
 32. A computer-readable storage medium storing aprogram that enables a computer in a game machine to generate an imageof a character moving in a virtual space formed by three-dimensionalterrain feature data, wherein the program causes the computer toexecute: first processing for moving a cursor, which is for moving thecharacter, based on an operation input so that the character moves alonga terrain feature, and obtaining positional information for thecharacter in the virtual space; second processing for determining, basedon the positional information, whether or not the character is on aninclined surface of the terrain feature and should fall down theinclined surface; third processing for determining, when it isdetermined in the second processing that the character should fall downin the virtual space, a direction of the character's fall based on amovement of the character prior to the fall and properties of theinclined surface; fourth processing for computing a location of a falldestination on the terrain feature; fifth processing for computing anelevation difference between a starting point and the fall destinationbased on positional information for the starting point and positionalinformation for the fall destination; sixth processing for moving thecharacter from the starting point to the fall destination and computingan amount of damage suffered by the character due to the fall based onthe above-computed elevation difference and the positional informationfor the fall destination; seventh processing for reducing a life powerof the character based on the amount of damage; and eight processing forperforming image processing for the character based on the reduced lifepower.